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Question by pmiglio · Mar 24, 2022 at 05:55 PM · colliderscollision detectioncharacter controller2d collision

Character is hitting the ground but not collisions are being detected.

I am trying to make a simple test 2D platformer game. My character has gravity and falls to the ground, and when he $$anonymous$$ts the ground he stops (w$$anonymous$$ch I would expect to be a collision).


Here's what I have to assure t$$anonymous$$s collision happens:

  1. I have t$$anonymous$$s method in my player controller script:


              private void OnCollisionEnter2D(Collision2D collision)
    
                 {
                     if (collision.gameObject.CompareTag("Ground"))
                     {
                         isGrounded = true;
                         Debug.Log("In OnCollisionEnter2D");
                         Debug.Log("isGrounded is now " + isGrounded.ToString());
                     }
                 }
    
    
    

  2. The character has a 2D box collider and a 2D rigidbody. The rigidbody is Dynamic, not Kinematic.

  3. The "ground" is a tilemap with a Tile Map 2D collider (it does not have a rigidbody).

  4. Both colliders are NOT triggers.

  5. The character can jump, so the collisions should be happening everytime he falls back down.

  6. Just in case I'm using the wrong method, I also have the two methods:

OnTriggerEnter2D(Collider2D collider)

OnControllerColliderHit(ControllerColliderHit $$anonymous$$t)

I gave them the same debug statements. Neither of them detect a collision.


The OnCollisionEnter2D (and the other likewise methods) have 0 references and are "unused" according to Visual Studio. I don't know if that's a problem.


With all t$$anonymous$$s, I expect the Debug.Log() statements to show in the console, but they never do. I would appreciate some expert help as to why the collisions aren't happening. If you need more insight into my project, I will gladly give it. Thanks for the help!

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Answer by pmiglio · Mar 24, 2022 at 07:06 PM

I figured it out. I had the character's class inheriting from KinematicObject. As soon as I changed it to MonoBehaviour, it started detecting collisions (only OnCollisionEnter2D detected).

Sorry I didn't mention the part about KinematicObject. I figured it wouldn't be part of the issue.

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Answer by ArmanDoesStuff · Mar 24, 2022 at 06:17 PM

I t$$anonymous$$nk if the floor collider isn't a trigger then it also needs to have a rigidbody2D. Just set it to kinematic.

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avatar image pmiglio · Mar 24, 2022 at 06:46 PM 0
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avatar image ArmanDoesStuff pmiglio · Mar 24, 2022 at 06:58 PM 0
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